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Combo List
Standard Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2P > 2D | Everywhere | Net Gain | Everyone | Very Easy | Standard confirm to get KD. Most important combo you will ever learn for this character. |
6P > j.KHD | Everywhere | Net Gain | Everyone | Very Easy | Standard solo Anti air. j.D can substituted for 236236S if you have the meter to burn. |
-K- > 5K > c.S > -K-(1) > (Ender) | Everywhere | Net Gain | everyone | Easy | Your Mawaru low mixup option. |
-K- > 6K > 214S > -K- > (Ender) | Everywhere | Net Gain | Everyone | Easy | Mawaru overhead mixup option. Forces crouch so -K- combos its two hits. Can be looped before going into your preferred ender as long as you have Eddie meter available. |
22S > -K- > 6P > j.KHD | Everywhere | Net gain | Everyone | Easy | Simple confirm if you manage to land a drill with Eddie out. |
22S > -K- > 214K~41236S(xN) | Everywhere | Net gain | Everyone | Medium | Big damage Shadow Gallery loop. Can be looped as many times as you have Eddie meter left. You can end with 236D to restart pressure if you have the meter. You can also end with an unblockable by doing -D- > 22D. Difficulty depends on the opponent's air hurtbox, some require a delay before -K-. |
Standard Enders
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5H(2) > 22S | Everywhere | Net Gain | Everyone | Very Easy | Standard combo ender. Ending with drill allows you to puddle ender as well as opening up Shadow Gallery loops and a number of unblockables. You sacrifice the ability to use drill for oki but if you have something else to extend with it doesn't matter much. |
(2P) > -K-(2) > 6P > c.S > 2D > (Puddle Ender) | Everywhere | Net Gain | Everyone | Easy | Mawaru mixup ender. You need to link the two hits of -K- with 2P if the opponent is standing. |
(2S) > -K-(2) > 5H(2) > 22S | Everywhere | Net Gain | Everyone | Easy | Alternate Mawaru mixup ender to get a combo into drill. You need to link the two hits of -K- with 2S if the opponent is standing. |
-H- > 214S > 214S > 214S > c.S > 5H(2) > 22S | Everywhere | Net gain | Everyone | Easy | Puddle ender. 4x214S is possible if you don't need to move much. Other puddle combos are possible but looping 214S is recommended for meter gain. If you are unsure on how much time you have left end with 2D for a guaranteed knockdown. |
Corner Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
(Weiss Summon) 22S > -S- > j.>HD > -D- > c.S > 2H > -D- > 22S > j.>HD > 41236S(1) FRC > -H- unblockable. | corner | Net Loss | Everyone | Medium | Cancel 2H to 22S |
Command Grab Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
623S > -H- > Puddle ender | everywhere | Net Gain | Everyone | Easy | If you are in the corner, you can do 3 Drunkard Shades instead of 2. |
(Weiss Summon) > 623S > -S- > j.HD > 41236S > j.S > -H- ▷ j.KHD ▷ SJ j.KHD | corner | Net Gain | Medium and heavy weight characters | Medium | Against lighter weight characters, resort to simply use j.SD>sj.SD instead. |
Counter-hit Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
2K(CH) > 22S/22H | Everywhere | Net Gain | Everyone | Very Easy | Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. 22H is preferred when 2K is used as a counter poke |
2S(CH) > 22S/22H | Everywhere | Net Gain | Everyone | Very Easy | Cannot confirm. You will do this frequently without consciously intending to while mixing up between drill and summon in block situations. Pick your drill based on the range you're using it. |
214S(CH) > 66P > j.KHD | Everywhere | Net Gain | Everyone | Easy | Your CH Combo against throws. |
-S-(CH) > 2H > -S- | Everywhere | Net gain | Everyone | Easy | Hold S during the animation for 2H A sj.HD can be performed if the opponent is on the corner after the second Nobiru |
-S-(CH) > 66P(2) > -S- > j.KHD > -S- | Everywhere | Net Gain | Everyone | Easy | Easy simple confirm. Does good damage in exchange for no knockdown. Press P and S at the same time to ready the second Nobiru. You can omit the 66P(2) if you are not confident in the spacing. |
2H(CH) > 22H > IAD(9563) > j.HD > (j.KHD) | Everywhere | Net Gain | Everyone | Easy | Solo anti air CH combo. Extension is possible if it ends in the corner. |
2H(CH) > 236H > 214K~41236S(xN) | Everywhere | Net Gain | Everyone | Medium | Anti air with Eddie available. Ends with knockdown naturally. Can restart pressure with 236D or unblockable reset with -D- > 22D. |
-S-(CH) > -S- >j.236236S>-H->Puddle Combo | Everywhere | Net Gain | Everyone | Medium | Impractical combo. Not worth it if you are able to do the one below, unless you need the damage from super to kill. Do Nobiru, then Super, and the second Nobiru will naturally combo into itself. Move Little Eddie during the animation of Sword Super. (Example) |
-S-(CH) > 6P > -S- > j.SH > -S- > 41236S(1)> FRC* > Puddle Ender | Midscreen | Net Loss(*) | Everyone(*) | Very Hard | *You can avoid using the FRC with character specific timing and combo adjustment. (Example) |
5D Combos
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
5D8>j.KSHD | everywhere | Net Gain | Everyone | Very Easy | Use 236236S instead of j.D if you are in the corner. |
5D8 > dl j.D 41236S(1) | Everywhere | Net Gain | Everyone | Easy | Impossible dust combo. Knocks Down. Can be used to set up -H- mine unblockable in the corner with Weiss summon. |
5D8 > -S- > j.HD> 41236S(1) > -H- > (Puddle ender) | Corner | Net Gain | Everyone | Medium | Combo conversion by comboing into 5D. Make sure to only hit the first hit of SG. |
(Weiss Summon) 5D8 > j.HD > 41236S(1) > -H- (Mine Unblockable) | Corner | Net Gain | Heavy and Medium weight | Medium | Your go-to ender from a combo to dust during Weiss. Use j.SD>sj.SD instead for lighter weight characters. Make sure to land the 41236S(1) |
Unblockables
Combo | Position | Tension Gain | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
(Weiss summon) -H- > j.H ▷ j.KHD (▷KHD) | Everywhere | Net Gain | Everyone | Easy | Mine unblockable. Hardest part of this is setting it up. Can be set up from 623S, 41236S(1) and some other situations. Extension is possible in the corner. |
(Weiss summon) -H- > j.H ▷ j.SHD > 41236S(1) | Corner | Net Gain | Everyone | Medium | Knockdown from Mine unblockable. Character specific. |
(After a 22S knockdown) 44 > 22H FRC > IAD(9563) > j.SH ▷ j.PKHD | Everywhere | Net loss | Everyone | Medium | Can be used post combo to waste time for Eddie to recover. Example: https://www.youtube.com/watch?v=wjE0Y8sEP80 |
(2D knockdown) > 236H > -D- > 22S > -K- > 214K~41236S > -D- > 22D > 669 j.KHD | Everywhere | Net loss | Everyone | Medium | Double unblockable from full Eddie meter. Delay on -K- is required for some characters to be able to combo to 214K~S. normally crosses up. Eddie will need to be moved for the second unblockable to reach. |
-D- > 5K > c.S > -K-(1) > 6P > -K-(2) > 5H(2) > 22S > -H- > (Puddle Ender). (44 > 22H FRC > IAD(9563) > j.PD ▷ j.SHD > 41236S(1))* | Everywhere* | Net Gain | Everyone* | Medium | Unblockable from normal summon. *The followup is PO specific and corner only. It can be looped until death as long as you have meter to spend on it. (Example) |
(Weiss summon) Knockdown > 214H > -D- > 5K > c.S > -P- > 5D8 > (Dust Combo) > (Mine Unblockable) | Corner | Net Gain | Everyone* | Hard | Corner double unblockable combo. *Character Specific adjustments need to be made. (Examples) |
((Weiss summon) Knockdown) > 214H > -D- > 5K > c.S > 2D > -S- > j.HD > -D- ▷ IAD > j.HD > 41236S(1) > -H- > (Mine Unblockable) | Corner | Net Gain | Everyone* | Hard | Corner double unblockable combo. *Character Specific adjustments need to be made. (Examples) |
Instant Kill Combos
Combo | Position | Tension Required | Works on: | Difficulty | Notes |
---|---|---|---|---|---|
Stun>IK | everywhere | Net Gain | everyone | Very Easy | Why do even have this section in +R? |
Combo Theory
Video Examples
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